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AI+ v13.1

I'd like to share my feedback too. I've played ai+ mod two times and can say that now AI's acting in battle is much better. They build up army as most people do. I love it in the mod. But! it seems like that ai neglects noticeably science, commerce and the rest. it's pretty easy to see by GPP. until turn 80-90 (approx.) they don't care about campuses or commercial hubs at all. So now if you survive ancient-medieval eras it is easy to override ai in science. for instance, on turn 140 (online speed) I double or triple science output of any other civ. originally, there always 1-3 civs that are far ahead of me in science until the end of the game.

But anyway, this mode makes game much more interesting. Keep up the good work! =)
 
Playing as Rome on Deity, I snagged a settler from Germany and another from Japan, and while things looked really dangerous for a while there, for some reason neither actually saw fit to attack my cities with their swarms of chariots and warriors.

To be fair, Germany was on the other side of a choke point, so that could have been the issue there, and Japan I met with the majority of my army (one warrior, 5 archers), but there were times when Japan alone could have easily crushed me if it had just attacked instead of loitering around, and it didn't.

Also, if I hadn't managed to snag those two settlers things could have gotten ugly for me.

As of right now, Japan is ALL OVER ME but didn't declare war- as far as I can tell they're just going through my lands to attack Greece (whom they are at war with). Germany declared war but they're pretty screwed by being behind a 1 tile wide, 2 tile long hilly strait flanked by water on one side and mountains on the other. He just started sending horsemen across the lake so we'll see what comes of that, but thus far he still seems oddly reluctant to attack most of the time.
 
Thanks....finally had the joy of an AI attack that took a key city while my attention was elsewhere. (Not to mention the joy of planning and executing a counter attack. Further retribution will follow). A combo of 5 mods (AI+ being the defining one) has.....Finally... Brought back that 'just one more turn' feeling
 
Thanks....finally had the joy of an AI attack that took a key city while my attention was elsewhere. (Not to mention the joy of planning and executing a counter attack. Further retribution will follow). A combo of 5 mods (AI+ being the defining one) has.....Finally... Brought back that 'just one more turn' feeling

What are the other 4 mods you use ?
 
Thanks....finally had the joy of an AI attack that took a key city while my attention was elsewhere. (Not to mention the joy of planning and executing a counter attack. Further retribution will follow). A combo of 5 mods (AI+ being the defining one) has.....Finally... Brought back that 'just one more turn' feeling
yes, which?
 
Smoother difficulty... Removes the predictable early declaration of war, replaces it with greater scientific/cultural pressure throughout the game.
tcs customisable warmonger penalties... I've halved them (I think), if not more. I tend to play as a builder, and don't often get hated for this (but even I get annoyed when taking 1 city leads to game long denunciations). However, the bigger problem is that many inter AI wars leads to AIs hating each other, so this reduces the hatred.
Strategic Resource and Tech tree rebalance (on Reddit).. Removes the need for many units to require resources, but reduces their strength if they don't have them. The AI is not good at getting strategics, so tends to spam lots of cheap but hopeless units. The tech tree rebalance bit puts dead end techs (like the one that leads to archery(?)) onto 'proper' paths. The AI tends to ignore dead ends, so produces units such as slingers for too long.
TCS Improved water yields... 'Cos I like water in Civ!
AI siege help... removes the need to set up before firing. I'm pleased to say I've no idea how good this is. My city was crushed without siege help (it even involved their attacking units crossing water!)
Tougher city states... (From nexusmods.com). I think this is needed with AI+ as they tend to get crushed. The game I'm playing they still seem to be getting crushed, so may move on to Even Tougher City States
Unit Report Screen... Nothing on the gameplay, but improves the city reports no end e.g collapsible buildings so you can see the city totals easily
AI+ is, I think, the linchpin. In the game where I lost my city, one civ's capital has also been captured... And I'm looking forward to eaking revenge!
 
In the game I'm playing right now there's four capitals conquered, and there were five but I liberated one of them (which, by the way, counted for more than the city I conquered and held in the same war). On top of that I know Rome's capital has been under siege by Scythia at least once. I'm actually kinda scared of someone like Rome running away with a cultural victory, also because I'm not playing a warlike game. (seriously, I was barely in the medieval era when they got cultural renaissance era...)
 
Smoother Difficulty, AI+, Improved water tiles, Lumbermill for Rainforest, Wondrous wonders, Moar Units. These are the mods I play with right now.
I manually adjusted research costs to my playstyle. I like to be in medieval era by around turn 100 but after then each technology requires around 30 turns to be completed even with
500+ research points in late game. Now I also have the feeling back "Only one more turn"
I had some good games lastly mainly due to AI+ mod because the wars are now actually fun. I have to try the tougher city states mod to avoid them beeing crushed in the early games.
 
Thank you so much for this mod. It makes game play considerably better. After playing several games with this mod and "smoother difficulty" up to level immortal, I have the following feedback to further improve the AI:
  1. The AI should not fight each other so much
    In all of my games many if not all of the AI players fight eachother all the time. That takes them a lot of resources and makes it easy for the human player to take them out at a later stage.
  2. The AI should not heal units when under ranged attack
    I often see the AI heal their units close to city centers or enemy units that have ranged attack and so the human can take them out without any damage to the human units.
  3. The AI should not attack a unit when it will have a major loss
    I often see the AI attack a city center with one unit or attack another much stronger enemy unit without any other of their units nearby. So... it are useless attacks. We (human players) can see what the result of an attack will be so I assume this prediction is available to the AI also?
  4. The AI should not attack naval units with land units
    I have seen 6 cavalry AI units arrange themselves in the water around a naval unit as to attack it. Which of course is not possible and the naval unit can easily take them out (I solve this by not doing it and take the naval unit elsewhere but sometimes this "nice" behavior brings me myself into problems.
  5. The AI should not start another war when already at war and loosing the first one.
I suppose you need access to the code to solve many of the issues above but I have seen you doing remarkable things without having access to the code so perhaps.........
Thanks again for the great job done.
 
First off great mod and thank you for your efforts to improve Civ 6. That said here is some feedback that i've noticed in my last game.

Seems like some Civs are not prioritizing walls high enough. I started a war with a recently discovered Arabia just off my north coast and was surprised to see that even in the medieval era he had no walls in any of his cities. He eventually did build some walls by the renaissance era at least. In fact his behavior could almost be deemed intelligent given his island isolation and no contact and thus no need for defense(initially I waited about 25 turns to attack), that just seems a bit too clever for the AI to be able to grasp.

A related and more critical issue was the general lack of military build up from just about all the AI. Playing on Emperor I was struggling to keep up in tech and was generally a tier behind when it came to military tech. Despite this I rivaled the strongest military in the world and many of the AI had bare bones armies or none at all according to their scores. In my above Arabian example he seems to have had to build his military almost from scratch to fight me, I had to implement some house rules on myself to prevent steamrolling over him. It's great that he reacted to the threats but I was able to essential pick off his units with outdated troops as they rolled off the assembly line.
 
First off great mod and thank you for your efforts to improve Civ 6. That said here is some feedback that i've noticed in my last game.

Seems like some Civs are not prioritizing walls high enough. I started a war with a recently discovered Arabia just off my north coast and was surprised to see that even in the medieval era he had no walls in any of his cities. He eventually did build some walls by the renaissance era at least. In fact his behavior could almost be deemed intelligent given his island isolation and no contact and thus no need for defense(initially I waited about 25 turns to attack), that just seems a bit too clever for the AI to be able to grasp.

A related and more critical issue was the general lack of military build up from just about all the AI. Playing on Emperor I was struggling to keep up in tech and was generally a tier behind when it came to military tech. Despite this I rivaled the strongest military in the world and many of the AI had bare bones armies or none at all according to their scores. In my above Arabian example he seems to have had to build his military almost from scratch to fight me, I had to implement some house rules on myself to prevent steamrolling over him. It's great that he reacted to the threats but I was able to essential pick off his units with outdated troops as they rolled off the assembly line.

To be fair, making this post in two different threads kinda defeats the purpose of mod feedback. What's caused by mod A and what's caused by mod B?
 
With the new patch fresh off the press + SDK release, can we expect the mod to reach the next level? So thrilled

I will start my new post-patch game w/ this mod turned off as I anticipate it might conflict or become redundant. Particularly like standing military, attack, settlement, gold


[AI TUNING]

  • Increased desire and ability to use nukes and aircraft, and maintain a standing military. General AI attack improvements.
  • Increased desire to declare friendship.
  • Reduced frequency of “your troops are on my border“ warning.
  • Updated settlement preferences.
  • Barbarians now rampage when their camp is destroyed.
  • Will now liberate minor civs and cities of current allies.
  • Tuned strategic and luxury resource trading.
  • Will now be more aware of gold income, and work to bring in more.
  • Support units will recognize that they are not under threat if they share a hex with a friendly unit.
  • Added a grace period of 2 turns after the end of open borders before the AI starts complaining you're too close to their territory.
  • Barbarians may now pillage tiles to heal.
  • AI will now continue to research repeatable techs and civics.
 
I believe the SDK is released yes. It's in the master release notes

So, what does this mean, then? (I am not native English speaker, so perhaps I don't get things right)

ModBuddy will also receive additional updates in the future, as part of a modding SDK update later.
These tools do not include DLL source for Civilization VI at this time.


isn't SDK suposed to include dll source?

but:
Added Sid Meier’s Civiliation VI Development Assets -

Is this the SDK? (I guess it is not - but I hope the Assets mean some new possibilities)
 
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Hmm good point. I'm not an expert on what an "proper" SDK includes but they definitely did release an SDK since that's what development assets is. But no DLL means it's a limited SDK I guess. But they did promise more updates in the future to make the SDK better.

So as far as your original Q, Siesta either has the exact same tools as before or slightly better. He certainly does not have ALL the tools yet to make AI substantially better.
 
Hmm good point. I'm not an expert on what an "proper" SDK includes but they definitely did release an SDK since that's what development assets is. But no DLL means it's a limited SDK I guess. But they did promise more updates in the future to make the SDK better.

So as far as your original Q, Siesta either has the exact same tools as before or slightly better. He certainly does not have ALL the tools yet to make AI substantially better.

Well crap weasels, I assumed the new mod support meant modsters could finally peer into the black box.

So, Siesta, did this latest patch give you access to anything usefull in your quest to tweak the AI?
 
Any details on whether this is compatible with the latest patch? Any conflicts with the ai updates?
 
So I turned the mod off at first to see what was happening (and because I figured quite a lot of mods would probably need updates before working properly) and I just saw vanilla AI take a walled city not 10 turns after declaring war, to then proceed to walz over my army (though I have to admit it was kinda outdated with heavy chariots as strongest units, as I didn't have iron, nor did I in my last war already have horses). Now in the process of reconquering with my fresly-built Crossbowmen and (soon) Musketmen (Australia's production ability is AWESOME by the way).
 
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